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  1. 10 points
    Sounds convoluted to me, just taking something simple and overcomplicating it.
  2. 9 points
    This is pretty much exactly what I said needs to not be touched in a post I made in the link thread. It's complicated by design, you're adding waiting to get favor on top of already waiting to get favor from waiting 30 seconds to finish the sacrifice option on top of the absolutely ridiculous methods of getting the favor in the first place. We don't need getting favor to be worse. We don't need updates that require manuals and math to properly understand and plan. Favor needs to be not hard to get and for fun make sacrificing at an altar 10 seconds. Not very complicated. Honestly... why does a chopped onion give 2.5 favor or whatever miserable number it gives now? Why do you have to have the absolute best ql sac items to still only get 20 favor each item where a more achievable ql to the average player in mass examples will end up giving just 5 or 10? Is the game going to suffer and die if you can sac a 70ql yoyo for 40 favor? A 90ql door lock for 60 favor?
  3. 8 points
    Fight/Shield Skill Gaining Without Resistance It is possible to devise scenarios with unintended methods to enter combat with creatures, with the intention to gain skills, that prevent the creature from being able to do normal harm to you and your equipment, or prevent yourself from doing normal intended harm to the creature. Such scenarios are clearly not intended and can lead to the permanent ban of your avatars when caught using such a method. The targeting of a distant creature while in combat with another creature does not fall into the unintended category as this not much different than selecting your chosen target when begin attacked by multiple creatures.. Your choice of equipment does not fall into the unintended category, unless of course it creates an unexpected never before seen result. Overriding your combat actions against a creature with non hostile actions (ex. taming) is not considered unintended The type of things that do fall into unintended, would be like using a building, or fence, or mine, or the like to give you or the creature an invulnerable like state while gaining skills. Several people have been caught and penalized for this activity in the past and recently several others were penalized after the activity was detected. If you ever encounter a scenario like this or ANY scenario of unattended skill gain with or without the use of a macro, you should report it so it can be promptly looked into and officially replicated for testing and correction. Thank You, Wurm Online Team
  4. 8 points
    I'm afraid I don't quite get it. Over the course of the hour the proposal sounds like it's going from say 30 casts and 30 sacs to 25 casts and 1 big sac and 24 waiting for favor to fill sessions. Much less time sacing but more time spent waiting so fewer casts. Either you're staring at the screen waiting for the item to sac (current method) or you're staring at the screen waiting for some favor pool to refill (proposed method). Either way you're not casting and not getting skill or enchanted items. If they're identical in casts per hour what's the point. If the proposal results in fewer casts per hour it's a loser and if t's faster by say 10% then why not just reduce the sac time, surely takes less effort and generates the same rough result.
  5. 8 points
    Wouldnt a much simplier solution be:- make max favor X3 Faith make it so you cant use more than your faith number of favor on a single spell.
  6. 5 points
    Some changes to shield bashing to make it more bearable to grind without abusing alts in pvp lands - Make it so that a mob being stunned does not interrupt your shield bash. If anything it being stunned already should make it easier to shield bash - Reduce/remove the cooldown, but make it so you can only stun once per 30 seconds, any shield bashes in that time will just be shrugged off but still give skillgain - Reduce the difficulty for passive/weaker mobs. At 1 skill it's extremely hard to actually hit shield bashes unless you starve a mob down to near-death. You could also make it so failed shield bashes have a chance to give skillgain until 20ish skill too. - Make shield bashing use coc from the shield - Remove the sudden drop in skillgain (around 1/10 what you'd get beforehand) at 50 skill.
  7. 5 points
  8. 5 points
    My immediate response to this is NO! One of the highest favour spells is Summon Soul: Often needed in an emergency Often needed to help new players Often needs immediate favour obtained from saccing Sometimes needs multiple priests, but Often cast by a lone priest Takes 100 favour (all your favour) Can fail requiring further favour saccing Please don't make priests wait to cast this spell in emergencies, possibly fail and then wait again Please don't make players (especially new or vulnerable players) wait in sometimes difficult situations while the priest waits for favour regen. For example: This spell was needed urgently multiple times at this summer's impalong for example Also consider other time-critical spells such as healing spells, please don't make players wait for enough favour to cast these either.
  9. 5 points
    This tries to fix a current problem (natural favor regeneration being too slow) by removing a mechanic used to rapidly cast enchants. This looks like it's just going to slow down enchanting even further, making skilling with sleep bonus even harder (by spacing out the casts over a longer duration), and creating an even wider gap for skill between those who were using mechanics before and after the change. A change like this needs to seriously be a direct buff for priests. These numbers need to be really, really good for this to work out.
  10. 4 points
    Cavemannn's Smithing Services! Smithing Tools and Prices: Contact me in game for Smithing services (/tell Cavemannn <Message>) Contact me on Discord for Smithing : salmqn -----ALL PRICES NEGOTIABLE----- If your item turns Rare / Supreme / Fantastic - They're sent back for no extra cost! If your item is getting improved, The cost can be lower depending on quality of your item... Example, 70ql pickaxe improved to 90ql, this would be 90ql price - 70ql price I don't currently offer steel items / imps, but if you supply the steel we can work something out If you are interested in enchanted tools check my spreadsheet below, I'm not offering custom casts but I am starting to stock enchanted items. https://docs.google.com/spreadsheets/d/14kryJNGi-EU8zKBpyOzwgfyq1k-qv4iZ-BD3N377iFE/edit?usp=sharing BLACKSMITHING PRICES (PER TOOL) 80ql items - 0.40s 90ql items - 1s 95ql items - 2.5s 96ql items - 3.5s 97ql items - 5.0s 98ql items - 8s 99ql items - 13.0s CHAIN ARMOUR SMITHING PRICES (PER SET) 60ql chain set - 1s 70ql chain set - 3s 80ql chain set - 5s 85ql chain set - 6.5s
  11. 4 points
    There's quite a lot of useless filler skills in the game like body/mind/soul, and the majority of parent skills like tailoring axes swords shields smithing armor smithing misc items. I could go on for a while, there is a lot of worthless skills that just feel shitty to get an affinity in, you'll see people excited to get a body affinity or whatever in chat and then people tell them its useless and they feel disappointed. I'd suggest one of two things 1. Make Parent skills with no/near no use give a bonus to all subskills, either 5% or 10/subskills, so like a body would give 3.33% to str/stam/control, whereas a knives would give 5% to carving/butchering, but a carpentry affinity wouldn't effect its subskills because carpentry is a full fledged skill 2. Make Parent skills give bonus to subskills regardless of whether or not its a useful skill, this would be easier to code and save the hassle of figuring out which skills are "useful" or not, but it'd make some skills like carpentry where the parent is a useful skill double dip on bonus skillgain.
  12. 4 points
    I get it. Things aren't supposed to work a certain way. Changes have to be made. Yada, yada, yada... I'm just sick and tired of it. Everything is an exploit now. Someone finds a halfway decent method to skill something and ban, nerf, hotfix, can't have the players having any fun. Ya'll taken away being able to sell anything for money on the game (not that I have sold anything for money. You can check that) Keep making arbitrary changes to priests b/c not working as intended when it's been there for years. (No I never made a priest armada for unlimited favor. Can check that to in logs or where ever) Everything lately is to work with Steam. It's nice to go be nostalgic on new servers. Oh this reminds me of being a newbie... But what have we actually gotten that is new. The interface lift is nice but that was more to update the game so it didn't look 2000ish to steam players. What skills? Last big skill updated was fishing in 2018. Not something meant for steam but... what I am about to say may be blaspheme, I hate the fishing changes. So leaving me with that bad taste in my mouth everything gets ramped towards steam. Jackel was a neat idea but I was burned out at that point and missed it. What have we actually gotten in the last couple of years? Just let me sit in my yard and be a crotchety player that yells at everyone get off my lawn. Stop arbitrarily deciding things. Maybe put out something new and fun instead of taking away all the fun. For what little it is worth, my two cents, Merumbra
  13. 4 points
    Just cut the sacrifice timer in half, and add a QoL change on the altar that tells you how much favor you get when you sac the contents. Heck.. even add in a message saying that sacrificing the contents will heal your wounds if it's enough in there for it.. imagine that kind of transparency in the mechanics..
  14. 3 points
    In winter, polar bears should be used instead of regular bears (FS 40+ depending on age). And polar foxes (FS 15+), whose fur could be made into white capes with a white fur collar or as an addition to other parts of the armor.
  15. 3 points
    Hello, i just want to inform you ladies and gentlemens we finished canal on our deed. Its open for all ships. So now biggest lake on west is connected to ocean. You are all welcome PS: we are still under construction so sorry for ugly piles of dirt and sand 🙃
  16. 3 points
    Auction should still be live for about 40 minutes according to sniper protection.
  17. 3 points
    So, if I'm reading this correctly: The standard shield training method of targeting a creature, having it attack you, then targeting a far away creature that you cannot hit, is no longer acceptable? Using a low QL weapon where you do not deal damage to a barded horse or tough creature is no longer acceptable? Overwriting the combat action with a non-hostile one to prevent yourself from attacking the creature for the duration of the action is no longer acceptable? From what it sounds like, in any scenario where you do not deal damage to the creature OR the creature does not deal damage to you, it is considered a bannable exploit?
  18. 3 points
    the first and second sound fine, the third... is likely fine but do nto take htis as final say on that one yet. I will work on clarification (with or without my typographically incorrect words)
  19. 3 points
    mag priest main here pros: nobody asks me for imps nobody asks me for casts because mag has no good spells i bonk things slightly gooderer cons: i cant dig like wtf mag ur trash let me dig tar
  20. 3 points
    I agree with those who say that if the goal is to reduce the time spent sacrificing and increase the number of casts that can be performed per hour, then the best way to do this is to reduce the sac timer. I do, however, have a sneaking suspicion this is not what the devs want as a goal. Ost, can you be more clear about and/or fully disclose the intended goal of this change so that people can provide suggestions that the devs would actually consider. As it is, the original post makes it seem like the goal of this change is to increase the rate at which priests can cast their spells (ie increase the number of casts per hour that can be performed). I personally do not welcome such a change because as it is, we have all seen how the current rate of casting will produce an abundance of casted items, to the point where I personally stopped feeling the need to ever log in again to do any casting. There needs to be a balance between the rate at which priests can produce enchanted tools, and the rate at which players need new enchanted tools. Some work needs to be done to increase the demand of enchanted items over the long term before we increase the rate at which they are produced.
  21. 3 points
    In order to spend less time sacrificing, we need the favor to be delivered in less time than it would take to sacrifice a 2nd time after doing the first high-favor cast. Why not make it immediate? I.e. upon sacrificing 200 favor worth of items, fill your favor bar completely and immediately, and retain the excess in a background pool, which would also completely and immediately refill your favor bar, allowing back-to-back casting. For balance reasons in PvP, this favor pool would need to be tied to a specific location (the altar which was used to sacrifice) or be completely unavailable with enemies in local (can still have favor in your background pool, but can't recharge favor bar). With enemies in local, you should still be able to sacrifice up to your favor bar limit.
  22. 3 points
  23. 3 points
    seriously +1, just stop here and go with this
  24. 2 points
    Arno's Dyeworks [Reopening in the future] Old examples [lower QL dyes]
  25. 2 points
    Hello, everyone! The team have been discussing the current sacrifice mechanics, and how they relate to the overall experience of spellcasting and enchanting, and have some changes we'd like to discuss. Many spells in Wurm require a large portion of the favor bar to cast. This means that casting a large number of spells in a row requires constantly interrupting your spellcasting to sacrifice more items for favor. For many spells, a sacrifice is required after every single cast, causing roughly half your time to be spent sacrificing instead of casting. To help alleviate this, we're introducing a change to how favor is gained from sacrificing items. Instead of providing you with the favor value of the items immediately, they will provide you with favor gradually over a period of time. The following will occur after an item worth favor is sacrificed: The favor gained from the item is added to the player's pool of "pending favor", instead of being added to the player's favor immediately. Every time the player naturally regenerates favor, a percentage of the player's current pending favor (rounded up) is removed, and added to their current favor. This also occurs once immediately after sacrificing the item, so the player receives some of the favor immediately. This favor is added after natural regeneration is calculated, so the amount you regenerate naturally will not be affected. If some of the favor removed from the "pending favor" pool would bring the player over their maximum favor, a much smaller amount will be removed from the pool instead. We hope that this in particular will reduce the amount of favor potentially wasted, while still keeping a limit on how long this pending favor can effectively last. There will be a maximum amount of pending favor the player can have in the pool at one time, in order to prevent abuse. For a hypothetical example: You sacrifice 100 favor of items, giving you a pool of 100 pending favor. You would receive 10 favor immediately, followed by 45 favor spread out over the next 30 seconds of favor regeneration. The favor gained would continue more slowly as the pool is depleted, until there is none remaining. Note that this is only a hypothetical example. Specific numbers and other details are very likely to change! So, in practice, the larger proportion of the favor is still given relatively soon after sacrificing, but is gradual enough to allow you to sacrifice large amounts of favor at once with minimal waste. The goals we're hoping this will achieve are: Less time spent needing to sacrifice items during long casting sessions. More flexibility in sacrificing overall, with less need to know exactly how much you need to sacrifice at any given time in order to fill your favor bar. Less wasted favor from sacrificing too much at once and overflowing your favor bar. We would like some feedback on this change before we add it to the game, both from PvE and PvP perspectives. Any suggestions, questions, or potentially concerns are greatly appreciated! As this is a feedback thread, we ask that all replies be helpful and constructive.
  26. 2 points
    Along with the implementation of the new UI, the combat window has changed. The new design fits the general theme of the new UI nicely, so there is nothing to criticize about that, other that it is felt a bit "fat" like several other parts of the new UI. But that is matter of taste and not on topic here. There are some real improvements in the new combat window, the focus bar at the side of the focus section one of the best of them. Also very nice are the sections showing footing and distance, and the possibility to dock the target window, which also has been improved and allows untargeting by a click, and works when changing from surface to cave, now. Having offensive and defensive stances grouped more closely to one another is an improvement as well. Still there are serious missing functionalities which are impairing the usability of the new combat window. First and most serious of all is the missing of the special attacks. Those may, especially in PvE, not be that extremely useful or urgently needed, but are adding fun and variety to the otherwise very much RNG driven if not often outright boring combat. Shield bashing in the new UI is always displayed the same, no matter whether there is an opportunity to bash or not. On the old window, the shield symbol disappears, it should at least be greyed out in the new UI. Also, the chances (percentages) to take stances are not shown anymore. Further on, the effect of being stunned, by opponent's action or own fumbling, is not shown anymore. The combat window getting red and opaque in the old window was a great indictator and alarm sign, please bring it back. More a nice to have would be a small size option as in the old window. It may be that this cannot be done easily with the new window, and it is not pressing. But the disadvantages mentioned above make it advisable if not necessary to shun the new UI when doing more serious or more extended combat. And that is a shame given the efforts and progress with the new UI. Please consider action soon as the new players, who mostly do not know the WurmLauncher -c possiblilty deserve to experience and learn the full extent of possibilities of Wurm combat (imperfect as it may be).
  27. 2 points
    Shield training is cancer as it currently stands. It seems the dev teams goal is to funnel players into only getting shield skill from hunting. Well while hunting the goal is to kill things FAST in order to get FS/weaponskill FAST. While hunting you don't wanna drag it out and even if you do the shieldskill gains are crap comparable to other related skills. Not to mention that while roaming in the wild on a pvp server a player is exposed, its not a thing you wanna do day out day in. Now there has been a resent WSA's stating that you can't "prevent yourself from doing normal intended harm to them" (them refering to the creature) and there is code added to prevent training longer than a few minutes. etc. The usual logical conclusion gamers have regarding how to train a shieldskill is to simply block a lot of hits. All these weirdass rulings and code are just downright annoying and (emphasis on this part) DOESNT MAKE THE GAME MORE FUN FOR ANYONE.
  28. 2 points
  29. 2 points
    People must remember this isn't a 100 person corporate development staff, It's a few people doing the best they can. The recent exploit fixes might have been known by players for a long time, but we're a big issue when so many people were very highly skilled and new players were few. Now you have 400 people on a pvp server, and they don't want others willing to use exploits to get significant advantages. The resulting changes pve side are a by product, but also are exploited there.
  30. 2 points
    Hmm That was a little harsh, you just told people that bidding shouldn't be happening then edited it and put a bid down, this could be seen as deterring people from bidding for your own good ? @Wardogs411
  31. 2 points
    Or just make sacrificing a 5 second timer instead of 30 sec. Also allow 'get price' on a stack of items so you know exactly the favor of a bunch of items. Allow 'get price' in a container, so that you can do it in the altar instead of in inventory.
  32. 2 points
    Plenty of relevant feedback here, hope you make the right decision. Just please, don't base that decision on someone's "the economy" or "the market" future projections
  33. 2 points
  34. 2 points
    What I dislike about priest game play is that the bring classes into classless game. They ruin the concept of Wurm that you can be anything you want if you put your time into. Hate that you cant be both priest and crafter on one character but you have to use alt, and even then spells are rigidly confined to priest type without ability to build your own set of desired spells... If this is my game i would ditch priest concept long time ago, and made religion much more complex skill subset where you would have to grind for specific group of spells just like any other skills
  35. 2 points
    Wurm players have always seemed contradictory and dissonant for me. One one hand many say they want "immersion" and have a "genuine gameplay experience" but at the same time most of us play/grind with music/movies on at the same times. The same players also try to find the optimal way to skill things , from using low ql CoC tools or min/maxing everything. On the other hand when suggestions are brought in to "ease" the tedium of timeconsuming tasks that require No skill and offer no skill, people shoot it down because it "might force a certain < casual > playstyle" in wurm. While at the same time the same types of people tend to play on min-maxing playstyle because a) They want an experience that saves time and B ) In a way , Wurm does force you to commit to a min maxing playstyle. (Imagine grinding without coc, SB or affinity foods... * horror * Or if you truly want an immersive experience , ride around on a wild horse with no saddle or shoes. Personally I'm all down for any element of game design that makes the game less tedious. Not like 99% of Wurm's actions aren't tedious, boring or repetitive. Making travel easier would be something that would definitely allow players to focus on other things. It would also incentivize people to make more travelling systems of catseyes. If you really want to balance it out simply require players to "explore" destinations before they could click "return me home" in such a system. Wurm is the only game on the market I know of that doesn't have any standardized form of auto travel for every player. Some games have portals, teleports, auto-mounts, trams, subways, trains, planes, etc. Wurm is the only game that forces manual travel.
  36. 2 points
    Amen to that! Will be there with bells on (though silent ones I promise). First public slay we have had in a good while on Pristine, other than the impalong two which were great fun, so very happy to see this. I will get in touch about helping out with future efforts, on Pristine and if anyone is interested on the new server Cadence as well as I'm goofing off over there right now. I believe we should have up to one of each type of unique on the new servers so lots of us newbies are in danger when we bump into them (edit based on how it used to be in the 'old day's, but so much has changed now with spawns that it is not likely, and wu code suggests not as well so we must wait and see)
  37. 1 point
    Hello fellow Melodites! The topic has been brought up a few times about the need to get Melody residents connected with recruitment, commerce, services, community projects, mayor contacts, organized events and more! My neighbor and I have setup such a Discord server and are encouraging all those who want to advertise, mingle search for players and be known within the Melody server community. A list of channels/features we have setup: - Wurm Online information dump channel with a full list of current online resources and tools. - Community Projects are non-personal deed related projects that contribute to the server. Roadways, highways, tunnels, water ways/canals and structures built by players. If you have such a project that you'd like to post assistance, please add the type of project, location, proposals and what labor/material services are needed.Community projects channel. - A list of deed/settlement mayors who join the discord. - Streamer and content creator advertising channel so people know when your content is live. - Village recruitment for those looking to join or recruit for an established deed. - Marketplace to move your product: WTS - Wanting To Sell / WTB - Wanting To Buy / WTT - Wanting to Trade / PC - Price Check specifically for Melody. - Services channel provides a place to look for and advertise your labored work. Looking for skilled up? Want to advertise your own services? We got a channel for that. - Deed Planner gallery posting and design services so people can get great design ideas from great visionaries! - Bot support for spam, role assignment and XP. All users are auto assigned a citizen role, mayors and content creators get a special role with verification and GM's / forum moderators get their own role when verified as well. https://discord.gg/gzxUUeP
  38. 1 point
    It's a very interesting thread, I enjoy reading through this kind of thing. I agree trying the journal is absolutely vital, the things it gives you for mostly natural progression are INCREDIBLE. I'd also say to semi-ignore people who tell you not to grind. Wurm is a game where if you don't do some degree of grind when it feels right, you'll eventually hit a wall where your skills don't match up to where you want them to be, and in most players, utterly stagnates them where they still insist on outdated information because they don't take time to learn the systems anymore.
  39. 1 point
    I think the chance to block needs some sort of minimum, getting those first 10-15 points is way harder than getting ticks after that. with low FS, low QL shield and no skill you just dont block at all. This would also help noobs if there was some min block chance. Ultimately I think going out and hunting with a 1h and shield needs to get you enough shield skill that it makes using cheesy shield training tactics not really worth it.
  40. 1 point
    I've been using a shield and hunting almost every day since Melody start, fight skill is 51, defensive fighting is 40, my shield skill is only 5.4,. I'm lucky if I even get 1 skill tick in a fight. Levelling shields is hell and I'm starting to consider just using a 2 handed sword as the damage loss from using a shield is nowhere near covering the 1 parry I get every 100 fights.
  41. 1 point
    Just shorten the casting time... literally the solution to the problem looking you in the face.
  42. 1 point
    One of the few PvE priest mains who has hung on over the years here... Likes: Fo's passive is nice to have for flower gathering; generally a good way to play if you like random small acts of kindness (mailboxes and critter cures!). It's a unique way to see wurm, and it's a good life if you don't mind spending A LOT of it on the road. Healing at rifts, because it actively helps people. My "useful" spells - Light of Fo, Life Transfer, Cure Light Wounds, Wild Growth. Also had good fun buffing Kindra with oakshell and bearpaws to watch her punch a troll to death (with some healing!) Dislikes: Terrible balance of spells for PvE (all spells are balanced to target PvP), stealth nerfs (looking at you removing disease cure from heal), being "alter chained" for all priest skill development, logging on my free toon to cut a tree that grew on my lawn. The biggest gripe is priests are really "mono-skill", they don't get much use from most skills in-game so they're stupidly easy to alt. Overall, Sindusk started a great overhaul, but when they left it feels like priests were once again shelved and left unfinished. Edit (Added 15/09/2020) : Whenever we get kneejerk nerfed we end up waiting 1--6 months for any form of balance/QoL restoration, if any.
  43. 1 point
    Yeah wow... can this not be a thing? Go back to saccing crops for decent favor.. please
  44. 1 point
    To be honest, that argument often crossed my mind when I thought about Wurm's weird game design. You can be everything as a crafter, get 90 in every skill except... Everything priest related. If you want to be a priest? Basically it forces you to play 2 accounts. Huh? As for pvp let's be honest for the last decade priests basically turned the tide of combat. The last big spell update a 1-2 years ago pretty much made priests into walking nukes. I still remember fights with 15 non priests vs 5 people (3 of them Fo's or Sme's) and the 5 guys won. Turn the clock a few years more everyone and their uncle were smeagain priests. Before that everyone was a fo. I wouldn't mind if we were allowed to be priests on Pve, as long as we'd have a limited spell set we could train (with a cap) , similar to how a smith in wurm can focus on various subskills : Wep smithing, plate smithing, etc. Priests in Wurm are just extra accounts really. I've never met a single player who mained a priest and did not have any other alts. Basically what I hate about it ? Wanna be a priest? Make an alt and pay more money.
  45. 1 point
    Or just spawn more rifts to compensate for the vast size of Xan.
  46. 1 point
  47. 1 point
    Update for the directionally challenged: it's on the highway network
  48. 1 point
    Please turn up the foggy weather a touch. With high settings it is barely noticable. Rain too, some really thick rains would add realism.
  49. 1 point
  50. 1 point
    There is already a chance that using rare materials transfer to the thing you create or improve. Consuming a rare material when improving has a 1/100 possibility to transfer rarity. When improving or polishing a drum roll doesn't always mean rarity. The window is 20 seconds plus up to 10 of village faith creation bonus so if you always create stuff in shorter time than 20-30 seconds you'll hit the window even if you don't restart actions like that. Meddling with inventory or materials may make you miss the window of course, while restarting the action will always make you hit the window. We're discussing to move the drumroll to end of action. If we only move it to the last seconds people will still cancel at "second x" in order to avoid risking inventory management by using up the materials.
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